True to Life Carriers...Can it Be Done?
#46

Any BETA for download???
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#47

duffys tavern Wrote:Fireball, yer on to something there. Be nice if planes would pull forward, pause for a second, while extending wings, then takeoff...

I was working on exactly that, but didn't quite hit on the right combination yet. If the video had sound you would hear that the AI do throttle up to give themselves a push out of the parking space and then they throttle back while unfolding their wings, then throttle back up for takeoff. Right now the initial push is too big though, and sends them halfway down the deck. So for now it's pretty much the strategy that american mentioned, have them unfold their wings while heading down runway.

And american you asked about glitches with all those aircraft on the carrier. I didn't notice any at all, but hopefully everybody will get a chance to try it for themselves in a week or so. Smile
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#48

And since we're on the subject of more realistic carriers, here's another idea I've been thinking about, but this is way out of my area. This is for the gurus who talk the language of meshes, skins, hier.him files, collision models, mat files and other such gibberish. (From the way I've seen those words used in sentences, I've figured out they're probably all nouns...beyond that I don't have a clue. Smile)

Anyway...concerning a working barrier on the carrier deck. Would it be possible to take the first arrestor cable (the one farthest forward), move it forward to the point where the barrier should be, and raise it up maybe two feet off the deck? Assuming that's even possible, what would happen if a plane ran into it? You would want it to snag the propeller or wheel struts and bring the plane to a quick stop and probably nose over, but you'd want the barrier to give a little.

Or if we figure out how to put static objects on a carrier deck, would it be possible to modify some existing object to act as the barrier? Something that wouldn't cause the plane to explode like it had just run into a brick wall. Are there any such objects? Reskinned camouflage netting maybe?

Does ANY of that make sense?
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#49

That would be a good idea but what about take off? HAve to set 2 carriers maybe... Stilll NICE WORK!!!! Man when you goign to release the BETA?
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#50

It would take some sleight-of-hand on the part of the mission builder. You would have one carrier configured for takeoff. You could have a second identical carrier, configured for landing, sitting off in some far corner of the map. This carrier would have the barrier up and maybe some static aircraft parked behind the barrier.

At 10 minutes or so into the mission when everyone has taken off from the first carrier and is heading off to wherever, you would send the first carrier off to the far corners, and bring the second carrier into position. And this switch could be made very quickly, maybe almost instantly, by manually editing the speed of the carriers between those waypoints in the mission file. I don't know what's the max speed you can make a carrier go between waypoints.

Sounds kind kludgy behind the scenes, but for those participating in the mission it would seem very real.
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#51

American, with Fireball's Wind Config mod, there is no longer any reason for an airplane to have any trouble getting off a carrier deck - even if it is static. His latest version, beta 3, is just perfect! We have been using it in our coops and it is in use on a couple of the maps on our PacCon server in HL, and it works perfectly! :wink:

Fireball, you are indeed an magician! Big Grin I believe that the barrier will be problematic. Most pilots are not able to set down at a couple of knots above stall speed, due to the limitations of the screen, lack of LSO, etc, etc. Consequently, they will invariable end up with a really long run out of the arresting gear wire. So, with a "good trap", a guy might well end up in the barrier more often than not. In real practice, they had sailors positioned in the catwalks with the controls for the barriers in their hands. They were instructed to lower the barrier when they saw the plane catch a wire and it looked like they might end up in the wires. There were three of them actually, and all three of them operated independently, controlled by a man in the catwalk. It's a great idea, but I don't think it will work out very well.
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#52

Hi Fireball, can you make AI planes taxi on the deck after landing, park, fold wings and not to desappear? This would be great...

cheers Big Grin
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#53

Fireball! Don't leave us in suspense. What else are you doing with the carrier spawn points?? Big Grin What could be done with an Essex class ship?? This is too good to let slip into obscurity on this forum! :wink:
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#54

Hey can you realise a beat Version. Im really awaiting this. It will be the best thing to hit Co-op's Ever.
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#55

Ditto Fireball! Even a beta version would be great. Big Grin
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#56

Beta will hopefully be out very soon. First beta will have modified spawn points for American carriers and carrier aircraft.. If that works out OK, then I can start adding other carriers and planes.
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#57

Nice work Fireball very cool Smile
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#58

If it wasn't because i know how anyoing and time consuming this stuff was id be under your desk humping your leg :? Well maybe not. But IM really awaiting this..
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#59

Here's a thought.. Is it possible to MOD the CV's in Dogfight missions? I've been told it is not possible to get them moving, but would it be possible to make a Frankenmod CV and add 25% length? I'm sure how much extra takeoff run would allow loaded AC to get airborne..
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#60

Jagr, with Fireball's Wind Config mod, you can put wind into a DF map such that there is as much wind over the deck as you want for launching anything off of any carrier in the game. I mean, even a Jeep carrier!! Its SWEET dude!! And its even better for coops!! Big Grin
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